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Irfan Swanto Yusni; M. Rizky Kurniawan; Mukhlisin Nata Hudin; Syarifuddin Syarifuddin; Ferralia Eka Putri

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2026 Pusat Riset dan Inovasi Nasional

The development of digital technology in the Society 5.0 era presents both challenges and opportunities in history teaching, particularly regarding teachers’ ability to integrate technology and adapt to changes in students’ learning styles. This study aims to analyse the challenges faced by teachers and the strategies employed in digital-based history teaching. The method used is a Systematic Literature Review (SLR) employing the PRISMA approach, involving the stages of identification, screening, eligibility assessment, and inclusion of scientific articles published between 2020 and 2025. From the selection process, 25 relevant articles were identified for qualitative descriptive analysis. The findings indicate that teachers’ digital literacy levels remain at a moderate level and are unevenly distributed, thereby affecting the sub-optimal integration of technology into teaching. Furthermore, changes in students’ learning styles which are increasingly technology-oriented require more interactive and contextual pedagogical innovations. On the other hand, the use of digital media has proven capable of enhancing student motivation and learning outcomes, although this is still hindered by limitations in infrastructure and teachers’ technical competencies. The abundance of historical information on the internet also poses challenges regarding the validity of sources, thus necessitating the strengthening of digital literacy and critical thinking. The implications of this research underscore the importance of the ongoing development of teachers’ digital skills, the improvement of educational facilities, and the implementation of innovative teaching models to ensure that history teaching becomes more relevant and effective, and is capable of fostering critical thinking skills in pupils in the digital age.

Rodifah Rodifah; Abdurrahim Fadhl; Firda Ulinnuha; Bagus Maulana; Tajudin M.M.

Jurnal Manajemen dan Ekonomi Bisnis 2026 Pusat Riset dan Inovasi Nasional

The results of the study show that pricing strategy contributes dominantly to increasing sales, but the lack of digital promotion causes limited market reach. Micro, Small, and Medium Enterprises (MSMEs) play a crucial role in driving national economic development and providing employment. However, in facing an increasingly competitive market, MSMEs need to implement efficient marketing strategies to ensure sustainability and sustainable growth. This community service activity aims to provide knowledge and assistance to Indonesian Es Teh MSMEs regarding the implementation of flexible marketing strategies, both through digital and traditional channels. The activity took place at the Es Teh Kampung Solo outlet in Kramatwatu Square. The methods used included counseling, training, and assessment of marketing strategy implementation, with a primary focus on optimizing social media as an interactive and competitive digital promotional tool. The results of this activity demonstrated a significant increase in MSMEs' understanding of strategic marketing planning, promotional innovation, and the use of digital platforms to expand market reach. Thus, it is hoped that digital-based marketing strategies can strengthen the competitiveness and sustainability of MSMEs. This activity is expected to contribute to increasing the competitiveness and sales volume of the Kampung Solo Es Teh MSME in a sustainable manner through the implementation of a modern marketing approach that is responsive to technological changes.

Ismail Idris; Anwar Nur Wahid; Tegar Danuarta Kusuma; Muhammad NurFauzi Sahono

Router : Jurnal Teknik Informatika dan Terapan 2026 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of digital technology has driven significant changes in modern learning methods by integrating various multimedia media. However, multimedia's ability to facilitate learning depends largely on the extent to which its presentation aligns with the principles of learning psychology, particularly those outlined in the Cognitive Theory of Multimedia Learning (CTML). This study aims to examine the role and effectiveness of multimedia in transforming modern learning methods by combining the results of recent empirical research from 2020 to 2024. This study used the Systematic Literature Review (SLR) method by analyzing 22 journal articles obtained from several databases such as Scopus, Web of Science, ScienceDirect, Google Scholar, and Sinta. Research shows that the use of interactive multimedia helps increase student enthusiasm for learning, participation, understanding of concepts, and the ability to remember course material. However, disorganized multimedia design can add unnecessary mental burden, thereby reducing learning effectiveness. These findings suggest that the successful use of multimedia depends not only on the level of technological advancement but also on the quality of learning design that applies cognitive theory. This study provides a comprehensive summary of the latest research and provides tangible benefits for educators in creating effective digital learning content.

Nurwadia Sri Putri Rahmadani; Mas'um, Cicci Chairunisa; Rasmiaji Rasmiaji

Kolaborasi : Jurnal Hasil Kegiatan Kolaborasi Pengabdian Masyarakat 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Bullying is a psychosocial hazard that can occur in the school environment and may negatively affect students’ mental health, social interactions, and learning processes. Bullying can take various forms, including physical, verbal, and psychological actions that occur repeatedly and cause victims to experience emotional distress, decreased learning motivation, and feelings of insecurity at school. This Community Service Program (PKM) aimed to increase high school students’ knowledge and awareness regarding the dangers of bullying and its prevention through the principles of Occupational Safety and Health (OSH). The methods used in this activity included delivering educational materials through lectures, conducting question-and-answer sessions to assess students’ initial understanding, and facilitating interactive discussions to encourage active participation. Monitoring and evaluation were also conducted to assess the effectiveness of the activity. The results of the program indicated a significant improvement in students’ understanding and awareness of the forms, impacts, and prevention strategies related to bullying in the school environment. Students also demonstrated a more critical attitude toward bullying behavior and a greater awareness of the importance of creating a safe, healthy, and respectful school environment. The application of an OSH-based approach in bullying prevention is expected to strengthen the safety culture in schools and support the development of a conducive learning environment for all students.

Siti Aisyah; Azzura Nodian Nabawi; M. Dimas Dwi Utama; Siti Nurhalimah; Yusliani Yusliani

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

Financial literacy is a fundamental competency that should be developed from an early age to foster prudent financial behavior in the future. However, the level of financial literacy among elementary school students remains relatively low, particularly in rural areas. The Community Service Program (Kuliah Kerja Nyata/KKN) serves as a strategic platform for providing financial education to the community, including elementary school students. This study aims to describe the implementation of a basic financial literacy program for students of SD 050430 Bunuraya Village through the KKN program and to analyze its impact on students’ understanding of financial concepts. This study employs a qualitative descriptive method, with data collected through observation, interviews, and documentation. The findings indicate that the financial literacy program delivered through interactive learning media effectively improves students’ understanding of basic concepts such as saving, distinguishing between needs and wants, and simple management of pocket money. The program is expected to serve as an initial step in building early financial awareness and encouraging the involvement of schools and families in children’s financial education.

Muhammad Anwar; Ahmad Zaki Sinulingga; Muhammad Nabil Nasution; Mahesa Marpaung; Siti Aisyah

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

The rupiah plays a vital role as a symbol of national identity and sovereignty, but awareness among rural communities about its function and importance is often limited. In Kutalimbaru Village, the main challenges identified are low monetary literacy, which results in physical damage to money and a lack of awareness about counterfeit money. Through the Real Work Lecture (KKN) program, community service efforts were carried out with the aim of internalizing the values of “Love, Pride, Understanding (CBP) of the Rupiah.” The approach used was community-based education through interactive workshops and practical demonstrations on money care techniques and an introduction to the security features of the Rupiah. Findings in the field show a transformation in the community's attitude; from being indifferent to being more careful in handling paper money and better understanding the role of the Rupiah in economic stability. This program has succeeded in increasing the financial literacy of citizens while strengthening the spirit of nationalism through appreciation of the national currency. Keywords: community empowerment, micro businesses, tempeh products, entrepreneurship, Sialaman Village.

Riezky Bagus Prawira Darwadi; Mara Hamdan Tambunan; Bunga Amirah; Rendy Prayuda; Siti Aisyah

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

The rapid development of digital technology requires greater adaptive capacity in both the economic and educational sectors, including in rural areas. However, limited digital literacy and the continued use of conventional learning methods remain common challenges. This activity aims to enhance the competitiveness of micro, small, and medium enterprises (MSMEs) as well as the quality of primary education in Baharen Village, Sidamanik District, through the implementation of a Community Service Program (Kuliah Kerja Nyata/KKN). A descriptive qualitative approach with a participatory model was employed, actively involving MSME actors, teachers, and students throughout all stages of the program. The activities included assistance in the digitalization of the MSME Gerai Mumtazah through Google Maps registration and the implementation of the QRIS cashless payment system, as well as the application of interactive learning methods based on joyful learning at the Baharen Village State Elementary School. The results indicate an increase in students’ learning motivation and classroom participation, along with improved accessibility and transaction efficiency for the MSME partner. These findings suggest that community-based participatory service activities can make a tangible contribution to strengthening the local economy and improving the quality of education in rural areas.

Cindy Eka Lestari; Anita Soraya; Aiza Amelia Surya Ningrat; Kholivia Tri Yuniati; Nayla Ade Shahira +1 more

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

Hyperglycemia is a condition of elevated blood sugar levels that can potentially lead to various health complications if not controlled early. This condition is often influenced by unhealthy eating habits, lack of physical activity, and low awareness among adolescents regarding regular blood sugar checks. Adolescents are an age group that is vulnerable to lifestyle changes, putting them at risk of developing metabolic disorders later in life. This community service activity aims to increase adolescent knowledge and awareness regarding the dangers of hyperglycemia and the importance of preventive measures from school age. The activity was carried out at SMK Nurul Ulum Lebaksiu, involving 59 students as participants. The methods used included health education through audio-visual media, interactive lectures, discussions, and Random Blood Sugar (GDS) tests for early detection. The results of the activity showed an increase in student knowledge based on a comparison of pre-test and post-test scores, as well as the implementation of GDS tests on all participants. This activity is expected to foster healthy lifestyle behaviors and increase adolescent awareness of the prevention of non-communicable diseases.

Luluk Juan Pertiwi

Flora : Jurnal Kajian Ilmu Pertanian dan Perkebunan 2026 Asosiasi Riset Ilmu Tanaman Dan Hewani Indonesia

This study explores the impact of interactive games on the English vocabulary mastery of grade XI Animal Nursing students at the Kupang State Agricultural Vocational School. Given the low level of vocabulary mastery in vocational high school students, the study aims to investigate how using Gamestolearnenglish.com, an interactive game-based platform, can enhance vocabulary skills. A quasi-experimental design with pre- and post-treatment assessments was implemented. The results showed a significant improvement in students' vocabulary mastery, with the average score rising from 73.70 to 83.52, an increase of 9.82 points. The Shapiro-Wilk test confirmed the normality of the data, and a paired-sample t-test revealed a significant difference between the pre- and post-assessment (p = 0.000). This suggests that the use of interactive games significantly contributes to the enhancement of students' ability to recognize, understand, spell, and use vocabulary. These findings highlight the effectiveness of game-based learning in improving English vocabulary skills among vocational high school students, particularly in agricultural fields.

Asep Sapaatullah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the effect of information technology (IT)-based learning media on improving students' academic performance. With the advancement of digital technology, the use of IT-based media such as interactive presentations, educational videos, Learning Management Systems (LMS), and online quiz applications has become part of modern teaching strategies. This study uses a quantitative approach with a quasi-experimental method. The subjects of the study were secondary school students divided into experimental and control groups. The instruments used include learning achievement tests to measure academic performance and observation sheets to assess the implementation of IT media usage. Data were analyzed using t-tests and simple regression analysis. The results show a significant difference in academic performance between students who used IT-based learning media and those who used conventional methods. The experimental group showed a higher average score compared to the control group. These findings indicate that the use of IT-based learning media, when planned and implemented systematically, can improve students' motivation, engagement, and understanding of learning materials. Therefore, the integration of information technology into the learning process is recommended as an innovative strategy to enhance the quality of education.

Inabah, Sekar Farahdila; Adiguna, Vinsent Brilian

Proceeding. of The International Conference on Business and Economics 2026 Universitas 17 Agustus 1945 Semarang

This study aims to analyze the impact of immersive commerce and augmented reality (AR) on consumer trust in e-commerce transactions using secondary industry data from the BrandXR 2025 Research on Augmented Reality in Retail & E-Commerce. Quantitative data was analyzed descriptively to evaluate the adoption rate of immersive technologies (immersive commerce and AR) and their relationship with consumer trust perceptions. The results show that immersive commerce, characterized by interactive and realistic user experiences, has a positive impact on consumer trust. Similarly, AR which offers realistic product visualization, has a significant impact on strengthening consumer trust in purchasing decisions. Simultaneously, the integration of immersive commerce and AR enhance the digital shopping experience, which can reduce risk perception and increase trust in online transactions. These findings empirically contribute to the literature on digital consumer behavior and e-commerce strategies, and suggest that businesses adopt immersive technologies to increase consumer trust and engagement in the online commerce ecosystem.

Nurul Laela; Kharisma Maya M; Ali Fauzi

2026 Asosiasi Riset Ilmu Manajemen dan Bisnis Indonesia

The ability to read the Qur’an is a fundamental competence that must be possessed by every Muslim student. However, in educational practice at schools, various problems are still found, particularly the low level of Qur’an reading ability among some students, accompanied by learning boredom. One of the contributing factors to this condition is the use of a single, monotonous, and less varied teaching method. This article aims to examine the problems related to students’ ability to read the Qur’an and the learning boredom that arises due to the implementation of a single method in instruction, as well as to offer practical solutions that can be implemented by educators. The writing method of this article uses a literature review approach and reflection on teaching practice. The results of the study show that a single teaching method tends to reduce students’ learning motivation, hinder active engagement, and slow down the improvement of Qur’an reading skills. Therefore, it is necessary to implement more varied, interactive, and contextual teaching methods, such as game-based learning, group work, and the use of innovative instructional media. Thus, it is expected that students’ ability to read the Qur’an can improve and learning boredom can be effectively minimized.

Arsyapradana Fadlanabil Bahri; Oddy Virgantara Putra; Dihin Muriyatmoko

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

The increasing sedentary lifestyle in the digital era has the potential to cause various health problems due to lack of physical activity. One approach that can be taken to encourage physical activity is through the use of digital games with body movement-based control mechanisms. This study aims to develop a body gesture-based game character control system using a hybrid Convolutional Neural Network (CNN) and Long Short-Term Memory (LSTM) model. CNN is used to extract spatial features from each video frame, while LSTM serves to model the temporal relationship between frames so that movement patterns can be recognized sequentially. The research method used refers to the Machine Learning Lifecycle stages, starting from data collection, preprocessing, model development, to implementation in the endless runner game genre. Testing results show that the CNN–LSTM model is capable of classifying body gestures and generating outputs that can be used as commands to control game characters. The implementation of this system enables more natural and interactive game interactions without conventional input devices, and has the potential to encourage players to lead a more active lifestyle.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

M. Yunasri Ridhoh; Nur Fadilah Ayu Sandira; Indri Iswardhani; Nulthazam Sarah; Sri Astuti Nasir

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2026 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

This community service program aimed to strengthen national insight and soft skills among ADik scholarship students through a participatory and reflective mentoring approach. Many students come from underdeveloped, frontier, and outermost regions with diverse socio-cultural backgrounds, requiring contextual guidance to internalize national values and develop essential interpersonal competencies. The program combined interactive socialization, group discussions, and value reflection activities to encourage active participation and personal engagement. The method emphasized dialogic learning rather than one-way lectures, allowing students to relate national values to their lived experiences. The findings revealed noticeable behavioral changes, including increased confidence in expressing opinions, stronger participation in discussions, improved communication skills, and heightened awareness of ethical conduct and financial responsibility as scholarship recipients. The emergence of several students as informal local leaders during discussions indicated early signs of social transformation at the individual level. This program demonstrates that reflective and participatory mentoring can effectively foster character building, leadership, and contextual national awareness among university students. The implications suggest that similar approaches can be adopted in student development programs to promote sustainable character formation, especially for students from diverse and remote regions.

M. Yunasri Ridhoh; Sri Astuti Nasir; Indri Iswardhani; Nur Fadilah Ayu Sandira; Nulthazam Sarah

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2026 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

The rapid development of digital technology has brought significant changes to social life, particularly among university students as an educated group and agents of change. On the one hand, digital spaces provide opportunities for freedom of expression and public participation; on the other hand, they also present various challenges related to Human Rights (HR), such as privacy violations, the spread of hate speech, disinformation, and cyberbullying. These conditions highlight the importance of strengthening students’ capacity to ensure they possess adequate understanding and awareness of human rights values in the digital era. This community service article aims to enhance students’ human rights awareness through capacity-building activities conducted within the university environment. The service method was implemented through educational activities in the form of seminars, material presentations, and interactive discussions addressing fundamental human rights concepts, digital ethics, privacy protection, and responsible freedom of expression.The results of the activities indicate an increase in students’ understanding and awareness of human rights issues in the digital era, as well as the development of more critical and ethical attitudes in utilizing digital spaces. This initiative also strengthened the synergy between higher education institutions and the government in promoting human rights awareness among students. Overall, this community service activity makes a positive contribution to strengthening students’ capacity to face human rights challenges in the digital era.

Hardika Saputra

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to examine the role of mathematics education in building numerical literacy in elementary schools, as well as strategies that can be implemented to enhance students' numerical skills. Numerical literacy is a fundamental skill needed by students to understand, interpret, and use numerical information in daily life. The research method used is library research, reviewing various related literature, including books and recent scholarly journals in the field of mathematics education. The results show that the integration of technology, the use of contextual approaches, and collaborative learning are effective strategies in improving students' numerical literacy. Technology helps simplify the understanding of abstract concepts, while contextual and collaborative approaches make mathematics more relevant and applicable. The implications of these findings are the need for further development in teacher training to integrate technology in teaching and the importance of involving students in more interactive and contextual learning processes. This study also suggests further evaluation of the implementation of these strategies in various educational settings.

Suryo Sudiro; Christian Damar Satria; Agung Nugroho; Muhammad Nurfauzi Sahono

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of multimedia-based interactive games requires a system capable of effectively managing game logic, character behavior, and the integration of visual and animation elements. This study aims to implement GDScript in the development of a 2D RPG game using the Godot Engine. The research method was carried out through the design of scene and node structures, the implementation of game logic using GDScript, and the application of Finite State Machine (FSM) to regulate enemy behavior. GDScript is used to control character movement, animation systems, and interactions between players and objects in the game. The implementation of FSM allows enemies to have dynamic behavior through state settings such as idle and wander. Functional testing results show that the game system can run according to the design and is capable of producing responsive interactions. In addition, the use of modular architecture in the Godot Engine facilitates system development and maintenance. Based on the research results, the Godot Engine and GDScript are considered effective for developing multimedia-based interactive games.

Martha Richa Anggraeni; Bagus Satrio Waluyo Poetro

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Digital images often experience noise disturbances that can reduce visual quality and interfere with the image analysis process. One common type of noise is salt and pepper noise, especially in grayscale images, which is characterized by the random appearance of black and white dots. This study applied the Deep Convolutional Autoencoder (DCAE) method with a skip connection mechanism to eliminate salt and pepper noise in grayscale images measuring 256×256 pixels. The dataset used consists of 300 pairs of clean images and noisy images that have gone through the preprocessing stage, including normalization and data augmentation. The model was trained using an Adam optimizer with a Mean Squared Error (MSE) loss function and validated through a train-test split scheme to avoid overfitting. Model performance was evaluated using Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index (SSIM) metrics. The test results showed that the DCAE model with skip connections was able to effectively reduce noise while maintaining the main structure of the image based on the PSNR and SSIM values obtained, and showed better performance than conventional median filters. In addition, the model was successfully implemented into a Streamlit-based application to perform the image denoising process interactively, making it easier for users to experiment and visualize results in real-time.

R. Hiro Nugroho Rotisno; Meylisa Yuliastuti Sahan; Elisabeth Date Masan Welin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This study highlights the role of social media, particularly Instagram, as a digital communication tool to promote and preserve the local culture of Paubokol Village. This village has a unique cultural heritage, but its recognition and appreciation are still limited among people outside the area. By utilizing Instagram as the primary medium, this study focuses on effective digital communication strategies in presenting visual content and cultural narratives. The communication techniques applied include selecting representative images, creating engaging stories, and delivering information interactively to attract a wider audience. The results of this activity indicate that the use of Instagram not only increases public awareness of the cultural values ​​of Paubokol Village but also builds more constructive relationships between local residents and viewers from outside the area. Engaging visual content and informative narratives play a significant role in fostering a higher appreciation of cultural heritage and encouraging support for the preservation and development of the village's potential. This study illustrates how social media can function as a strategic communication tool in promoting local culture, expanding the reach of information, and creating a dynamic space for cultural interaction between the village community and the wider public. These findings open up opportunities for the development of more innovative digital strategies for local cultural preservation.